Card
SkillDev toolsPortable tokens of capability, identity, and access
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Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Card skill
What this skill tells your AI
The instructions your AI receives, as published by simhacker/moollm in skills/card/SKILL.md and read by ahel’s review.
Portable tokens of capability, identity, and access.
Cards are templates. Put them "in play" in a room to activate them.
[!TIP] Hero-stories. Actors. Safe pointers to wisdom. No risks of impersonation, just tribute, storytelling, skill sharing and composing.
The Card Pun Stack — What A CARD Is
"Card" elegantly puns across a stack of well-proven computing concepts. MOOLLM's CARD sits at the intersection of all of them, and borrows from each. Take the richness as intentional:
| Lineage | What it contributes | How it shows up in CARD.yml |
|---|---|---|
| 🎴 HyperCard (Bill Atkinson, 1987) | A card as a self-contained navigable unit with fields, buttons, scripts — a little interactive object you can page through, link to, and stack. "Everything is a card." | card: identity, navigation:, advertisements: that surface actions the way HyperCard buttons did |
| 💾 Type Library / IDL / ActiveX / OLE Control (Microsoft, 1990s) | Dispatch metadata describing an object's interface: its methods, properties, events, IDs. Binary in COM; human-readable YAML for us. | methods:, state:, k_lines: (our stand-in for UUIDs), inherits: (analog to COM aggregation) |
| 🎭 Actor (Hewitt 1973; Agha 1986) | A message-receiving autonomous entity with its own state, responding to messages by sending messages or changing state. Concurrency is inherent. | The whole card is an actor signature; advertisements describe the messages this actor handles |
| 🧵 Thread / Process | A unit of control with its own identity, lifecycle, and dispatchable surface. | Cards are dispatchable in parallel; state: is the actor-thread's local memory |
| 📬 Message Dispatching Surface (Smalltalk/Self/Objective-C) | The OO insight: methods aren't called, messages are sent, and the receiver decides what to do. Late binding, polymorphism, duck typing. | methods: ≠ functions; they're the messages this card responds to. DOP delegation composes dispatch across parent cards. |
| 🃏 Trading / Playing Card | Portable token of identity and capability — you collect them, play them, trade them. Front = identity/rarity; back = mechanical rules. | rarity:, tier:, emoji:, tagline:, the whole collectible ethos (hero-stories, soul-chat) |
| 🎯 Business Card / Index Card | Sniffable surface. Hand it to someone, they know who you are, how to reach you, what you do. | tagline:, description:, the entire "sniffable interface" framing |
A CARD is all of these at once — that's the design, not accident. When you encounter a CARD.yml, you're looking at:
- an interface definition (like IDL) describing a dispatchable surface,
- a HyperCard you can navigate to, activate, and page through,
- an actor signature describing a message-receiving entity with local state,
- a type library entry in a distributed, human-readable, zero-ceremony registry (the filesystem itself),
- a collectible token with rarity, identity, and portability, and
- a business card you can hand to a reader (human or LLM) to say "this is what I am and what I do."
The richness is load-bearing. Every time you write methods:, advertisements:, k_lines:, or inherits:, you're simultaneously:
- declaring an interface (IDL-style),
- describing an actor's message-handling surface (Hewitt-style),
- exposing navigation/activation triggers (HyperCard-style),
- publishing metadata that tooling and LLMs can sniff without execution (TypeLib-style),
- presenting a portable token of identity (trading-card-style).
This is why a CARD-only directory (no SKILL.md) is already a first-class dispatchable object. The CARD isn't documentation for the skill — it is the skill's interface, actor, card, type library, and business card rolled into one YAML file.
💡 The other meta-skills (
skill,prototype,schema,file-system-object) each name one aspect of the MOOLLM object system.cardnames the interface-and-actor surface itself — the CARD is the handle by which everything else is invoked.
📑 Index
Architecture
- The Card Pun Stack — What A CARD Is
- Card Architecture — The most important section!
- Recommended Section Order
- What Goes Where
- Advertisements Before Methods
- Method Placement Rules
Card Types
- What's a Card?
- Sidecar Pattern
- Card Types
Mechanics
- Activation Records
- Card State
- Collections
Card Architecture
KEY INSIGHT: Cards are ACTIVATION TRIGGERS, not activation handlers.
This is the most important concept in MOOLLM card design.
The Fundamental Distinction
| CARD.yml | SKILL.md | |
|---|---|---|
| Purpose | Decide IF this skill applies | Explain HOW to execute |
| Role | Activation trigger | Activation handler |
| Content | Sniffable interface | Full documentation |
| Size | ~150-200 lines | As needed |
| LLM reads | First, to decide | Second, if activated |
The CARD asks: "Does this situation call for me?" The SKILL.md answers: "Here's how to actually do it."
Recommended Section Order
Order sections for optimal LLM scanning:
# 1. Identity (who am I?)
card:
id: my-skill
name: "My Skill"
emoji: 🎯
tagline: "One-line pitch"
description: "Brief paragraph"
# 2. Files index (what else should LLM read?)
files:
- SKILL.md
- examples/
# 3. K-lines (what concepts does this activate?)
k-lines:
activates: [MY-SKILL, RELATED-CONCEPT]
# 4. Invoke when (trigger conditions)
invoke_when:
- "Situation that calls for this skill"
# 5. ADVERTISEMENTS — PRIMARY! Put BEFORE methods!
advertisements:
DO-THE-THING:
score: 90
condition: "When this applies"
# 6. Methods (signatures only, implementations in SKILL.md)
methods:
DO-THING: { signature: "DO-THING [arg]" }
# 7. State (brief field list)
state:
fields: [field1, field2]
# 8. Documentation pointers
documentation:
SKILL.md:
- "§ Detailed section"
Why Advertisements Before Methods?
Advertisements are the PRIMARY activation signal:
- LLM scans top-down looking for "does this apply?"
- Ads answer that question directly
- Methods are secondary — only relevant AFTER activation
- Front-loading ads speeds up skill selection
# GOOD — Ads first
advertisements:
PET-THE-CAT:
score: 80
condition: "Cat is present"
methods:
PAT: { signature: "PAT [cat]" }
# BAD — Methods first (LLM has to read past them)
methods:
PAT: { ... long list ... }
SCRITCH: { ... }
# ... many more ...
advertisements: # Too late! LLM already moved on
What Goes Where
In CARD.yml (sniffable interface)
# YES — Include these
- Brief description + tagline
- Files index (for one-shot activation)
- K-lines (activation vectors)
- Advertisements (PRIMARY!)
- Method SIGNATURES (one-liners)
- Brief state schema (field names only)
- Documentation pointers
# NO — Move these to SKILL.md
- Implementation details
- Detailed protocols with sequences
- Dispatch tables
- Dialogue examples
- Full state schemas with types
- Worked examples
In SKILL.md (full documentation)
- ## 📑 Index (link to each section)
- Detailed method implementations
- Protocols with step sequences
- Dispatch tables (actor_verb_target)
- State schemas with types and defaults
- Integration points with other skills
- Mechanics explanations
In examples/ (worked examples)
# Separate files with descriptive names
examples/
ceremony-invocation.yml # Good!
buff-chain-trigger.yml # Good!
example1.yml # Bad — not descriptive
Method Placement Rules
| Situation | Place In | Example |
|---|---|---|
| Short signature | CARD methods | PAT: { signature: "PAT [cat]" } |
| Trivial inline | Advertisement | method: "PAT [nearest-pet]" |
| Detailed protocol | SKILL.md | Dispatch tables, sequences |
| Multiple variants | SKILL.md | Species-specific versions |
| Dispatch table | SKILL.md | cat_sniffs_dog, etc. |
Embed in CARD when:
- Method is SHORT (one-liner signature)
- Method is UNIQUE to this skill
- Just showing signature, not implementation
Embed in advertisement when:
- Method is TRIVIAL (buff, reply, simple prompt)
- Method is AD-SPECIFIC (only makes sense in this trigger)
Delegate to SKILL.md when:
- Method has DETAILED protocol (sequences, tables)
- Method is SHARED with other skills
- Method has multiple VARIANTS
- Method needs EXAMPLES to understand
Target Card Size
card_yml: ~150-200 lines
skill_md: As long as needed, but indexed
examples: Separate files, descriptively named
smell: "If CARD > 300 lines, refactor"
What's a Card?
Cards are portable tokens you can carry, give, play, and activate.
The Card Intersection
CARD.yml sits at the intersection of many card traditions, each contributing essential meaning:
| Tradition | What It Contributes | In CARD.yml |
|---|---|---|
| PC Board Card | Slot/interface — plugs into a system | Cards plug into rooms, skills, activations |
| HyperCard | Navigable unit of content | Each card is a stack, browsable, clickable |
| Playing Cards | Combinable, playable, deckable | Cards compose into decks, hands, plays |
| Magic: The Gathering | Abilities, costs, types, combos | Methods, state, synergies, triggered effects |
| Pokémon | Creatures with stats, evolution | Characters with sims_traits, mind_mirror, growth |
| Fluxx | Cards that change the rules | Meta-cards that modify the game itself |
| Tarot | Archetypal symbols, prompts | K-lines as archetypal activation |
| Business Cards | Contact, credentials, intro | Hero-Story cards introduce traditions |
| Key Cards | Access tokens | Room access, capability gates |
| Hollerith Cards | Data as physical artifact | YAML as punchable, portable data |
The genius is the layering. When you create a CARD.yml, you're creating:
- An interface slot (PC board) that plugs into the MOOLLM system
- A navigable document (HyperCard) that LLMs can browse and activate
- A playable piece (playing card) that can be dealt, held, played
- A creature with abilities (MTG/Pokémon) that has stats and moves
- A rule modifier (Fluxx) that can change the game
- An archetypal pointer (Tarot/K-line) that invokes patterns
- An access token (key card) that grants capabilities
All at once. Different contexts activate different metaphors.
Card Examples by Tradition
| Type | Examples |
|---|---|
| Trading cards | Hero-Story cards for real people's traditions |
| Playing cards | Actions, abilities, spells to play |
| Magic: The Gathering | Complex cards with costs, effects, combos |
| Pokémon cards | Characters with stats, moves, evolution |
| Fluxx cards | Rule-changing cards — play to modify the game itself |
| Tarot cards | Archetypal symbols, prompts for reflection |
| Business cards | Contact info, credentials, introductions |
| Pleasure cards | Memberships, VIP access, perks |
| Key cards | Access tokens for rooms and resources |
| Receipts | Proof of transaction, claim tickets |
| Tickets | Entry passes, reservations, permissions |
| Coupons | Redeemable capabilities, discounts |
| Hollerith cards | Punch cards — data as physical holes! |
| QR codes | Scannable data, links, actions |
| Wallet cards | Apple/Google Pay — phone as card carrier |
A card is anything you can carry in your inventory and play when needed.
Sidecar CARD.yml Pattern
Any entity that lives in a directory can have a sidecar CARD.yml file that makes it card-playable:
pub/
├── ROOM.yml # The room definition
├── CARD.yml # Makes the pub a playable card!
└── ...
characters/don-hopkins/
├── CHARACTER.yml # Character definition
├── CARD.yml # Don's trading card representation
└── ...
objects/magic-lamp/
├── OBJECT.yml # Lamp definition
├── CARD.yml # Card for summoning/playing the lamp
└── ...
Why Sidecars?
- Separation of concerns — Entity definition vs. card representation
- Optional — Not everything needs to be a card
- Composable — Same entity, multiple views
- Portable — Card data can reference the entity by path
Sidecar Card Schema
# pub/CARD.yml — makes the pub a playable card
card:
for: ./ROOM.yml # What this card represents
type: location-card # Card type
# Card-specific presentation
name: "Gezelligheid Grotto"
art: "cozy-coffeeshop.png"
flavor: "Where good vibes flow like espresso"
# What playing this card does
advertisements:
VISIT:
description: "Teleport party to this location"
effect: "Set party.location = pub/"
SUMMON:
description: "Bring the pub's vibe to current room"
effect: "Apply pub buffs to current location"
Character Cards
Characters automatically become tradeable/playable:
# characters/don-hopkins/CARD.yml
card:
for: ./CHARACTER.yml
type: hero-story # Real person tradition
# K-line activation
tradition: "HyperCard, SimCity, OLPC, procedural rhetoric, Maxis"
concepts:
- pie_menus
- constructionist_games
- micropolis
# Playing the card
summon: |
Activate Don's documented ideas:
- Pie menu interaction patterns
- Constructionist game design
- Urban simulation philosophy
The Big Idea
graph TD
C[📇 Card Template] -->|clone + parameterize| I[🎴 Instance in Room]
I -->|has| S[State: goals, vars, stack]
I -->|lives in| R[🚪 Room]
R -->|can hold| M[Multiple instances]
A card is a capability template — a tool, character, function, familiar, key, receipt.
A card in play is an instance with:
- Local variables
- Parameters
- Goal stack (what it's trying to do)
- Return value (when done)
- Room it lives in
You can have multiple activations of the same card, in the same or different rooms. They're independent task instances.
Activation Records
Full specification: ACTIVATION.md
Playing a card = creating an activation record — an instantiated method with persistent state.
| Concept | Description |
|---|---|
| Multiple methods | Cards have any number of methods (like Self objects) |
| Implicit params | LLM infers parameters from context (POSTEL) |
| Pure state cards | Cards can be just state, no methods |
| Activation lifecycle | pending → in_progress → completed |
| Advertisements | Activations expose buttons others can press |
| Room participation | Rooms can press buttons on cards in play |
| Cross-card interaction | Cards trigger each other's methods |
The Sims meets Magic: The Gathering — autonomous agents with triggered abilities.
Fluxx Cards: Rules That Change Rules
Full specification: FLUXX.md
Inspired by Fluxx, some cards modify the game itself.
| Feature | Description |
|---|---|
| Rule modification | Cards can change room.rules on play |
| Stacking | Multiple Fluxx cards stack effects |
| Meta-Fluxx | Rules about rules (prevent further changes) |
| Dispel | Cards can advertise removal actions |
Fluxx cards make MOOLLM a self-modifying game.
Data Flow Ensembles
Full specification: ENSEMBLES.md
Cards can contain coordinated ensembles of generators, transformers, and consumers.
| Feature | Description |
|---|---|
| POSTEL binding | Components self-wire by compatible inputs/outputs |
| Factorio-style | Queues with capacity, overflow, backpressure |
| Natural language | Describe wiring in plain English |
| Orchestration | Card tracks ensemble health and bottlenecks |
Factorio meets Dataflow meets Natural Language — pipelines assembled by intent.
Cards Advertise
Just like objects in rooms, cards advertise what they can do:
# Git Goblin card
advertisements:
- action: BISECT
description: "Binary search for bug introduction"
score_if: "debugging AND has_git_repo"
score: 90
- action: BLAME
description: "Find who changed this line"
score_if: "examining_code"
score: 70
- action: LOG
description: "Show commit history"
score: 50
In inventory: Advertisements visible but lower priority.
Played in room: Card's advertisements merge with room objects. Best action wins regardless of source.
Multiple cards: All advertisements compete. The right tool for the moment rises to top.
Why K-Lines Are Safe
[!IMPORTANT] Cards for real people don't need proxy abstractions.
A "Dave Ungar" card doesn't impersonate Dave Ungar. It activates the tradition:
- Self language, prototype-based inheritance
- "It's About Time" compilation philosophy
- Message-not-class thinking
This is like citing someone's work, not pretending to be them.
card:
name: "Dave Ungar"
type: person
# NOT impersonation — K-line activation
invokes:
- "Self language"
- "Prototype-based inheritance"
- "ITS-ABOUT-TIME compilation"
- "Message-passing purity"
wisdom: |
"Programming should be about the experience
of programming, not fighting the language."
When you "play" this card, you invoke the tradition — not simulate the person.
Card Types
| Type | What It Is | Examples |
|---|---|---|
person | Real human's wisdom | Dave Ungar, Seymour Papert |
character | Fictional persona | The Gardener, The Archivist |
tool | A capability | fs.read, search.vector |
function | A procedure | summarize, repair |
familiar | Helper spirit | Git Goblin 🧌, Index Owl 🦉 |
concept | An idea | POSTEL, YAML-JAZZ |
place | A location link | kernel/, skills/ |
Card Anatomy
Hero-Story (Real Person)
card:
name: "Dave Ungar"
type: person
# K-line activation — what tradition this invokes
invokes:
- "Self language"
- "Prototype-based inheritance"
- "ITS-ABOUT-TIME compilation"
- "Message-not-class thinking"
wisdom: |
"Programming should be about the experience
of programming, not fighting the language."
contributions:
- "Self programming language"
- "Morphic UI framework"
- "Optimistic compilation"
stats:
wisdom: 10
influence: 9
domain_expertise: ["languages", "VMs", "UI"]
Familiar (Tool Spirit Animal)
card:
name: "Git Goblin"
type: familiar
emoji: "🧌"
enthralled_by: "Linus Torvalds" # My master (I mean main)!
abilities:
- "Track changes"
- "Commit with message"
- "Navigate history"
parameters:
repo_path: { type: string, required: true }
stats:
power: 7
reliability: 9
learning_curve: 4
synergizes_with:
- "Session Log"
- "Plan Then Execute"
Putting Cards in Play
When you activate a card in a room:
# Instance in room: .agent/rooms/debug-session/
activation:
card: "Git Goblin"
instance_id: "goblin-001"
room: ".agent/rooms/debug-session/"
# Instance-specific state
parameters:
repo_path: "/path/to/repo"
state:
current_branch: "main"
uncommitted_changes: 3
goals:
- "Find when bug was introduced"
- "Bisect to culprit commit"
subgoals: []
return_value: null # Filled when done
Multiple Instances
Same card, different activations:
.agent/rooms/
debug-session/
goblin-001.yml # Git Goblin hunting a bug
goblin-002.yml # Git Goblin checking history
feature-work/
goblin-003.yml # Git Goblin managing commits
Each instance has its own state, goals, and lifecycle.
Contents
| File | Purpose |
|---|---|
| SKILL.md | Full protocol documentation |
| CARD.yml.tmpl | Template for new cards |
| COLLECTION.yml.tmpl | Template for card collections |
Familiars (Special Cards)
Cards that embody tool capabilities as helpful spirits:
| Familiar | Emoji | Domain |
|---|---|---|
| Git Goblin | 🧌 | Version control |
| Index Owl | 🦉 | Search and lookup |
| Memory Moth | 🦋 | Context management |
| Repair Imp | 🔧 | Self-healing |
| Session Scribe | 📜 | Logging |
See P-HANDLE-K — familiars are safe K-line wrappers.
Actor Lineage
Cards-in-play ARE actors in the classic sense:
| Tradition | Contribution | In MOOLLM |
|---|---|---|
| Hewitt (1973) | Independent concurrent agents | Cards have independent state |
| Simula (1967) | Coroutines with state | Cards persist between messages |
| Smalltalk (1972) | Everything is message passing | Goals and returns are messages |
| Self (1987) | Prototypes, no classes | Cards are cloned, not instantiated |
Cards are prototypes. Activation clones them into actors.
The microworld (filesystem) is the stage. Rooms are the scenes. Cards are the performers.
The Intertwingularity
graph LR
TC[🎴 card] -->|activates in| R[🚪 room]
TC -->|can speak via| SC[💬 soul-chat]
TC -->|logged by| SL[📜 session-log]
TC -->|composes via| DOP[delegation-object-protocol]
R -->|holds instances of| TC
SC -->|voices for| TC
Dovetails With
Sister Skills
| Skill | Relationship |
|---|---|
| room/ | Cards activate in rooms. Rooms hold card instances. |
| soul-chat/ | Cards can speak — hero-stories, familiars, all have voice |
| adventure/ | Cards are your companions on quests |
| play-learn-lift/ | Card creation follows PLL — play with ideas, learn patterns, lift into cards |
Protocol Symbols
| Symbol | Meaning | Link |
|---|---|---|
TRADING-CARD | Capabilities as cards | PROTOCOLS.yml |
HERO-STORY | Real person cards (safe) | PROTOCOLS.yml |
FAMILIAR | Tool spirit animals | PROTOCOLS.yml |
P-HANDLE-K | Why K-lines are safe | PROTOCOLS.yml |
ACTOR | Cards-in-play are actors | PROTOCOLS.yml |
CARD-IN-PLAY | Activated instance | PROTOCOLS.yml |
INVENTORY | Things characters carry | PROTOCOLS.yml |
Meta
- delegation-object-protocol.md — How cards inherit from prototypes
- skill-instantiation-protocol.md — Card activation is skill instantiation
Navigation
| Direction | Destination |
|---|---|
| ⬆️ Up | skills/ |
| ⬆️⬆️ Root | Project Root |
| 🚪 Sister | room/ |
| 💬 Sister | soul-chat/ |
Signals
- GitHub stars
- 52
- Forks
- 5
- Last commit
- Sep 2026
Advanced
- Catalog kind
- skill
- Gateway key
card-simhacker- Source
- github.com/simhacker/moollm